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@@ -214,6 +214,7 @@ namespace GFGGame
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}
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}
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this.hideListType1();
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this.hideListType1();
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+ UpdateListPartsSelected();
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}
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}
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private void OnClickListType2Item(EventContext context)
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private void OnClickListType2Item(EventContext context)
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@@ -239,9 +240,9 @@ namespace GFGGame
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{
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{
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EquipDataCache.cacher.TryCancelSuit(id);
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EquipDataCache.cacher.TryCancelSuit(id);
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EquipDataCache.cacher.AddOrRemove(id, true);
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EquipDataCache.cacher.AddOrRemove(id, true);
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- UpdateListPartsSelected();
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}
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}
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+ UpdateListPartsSelected();
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}
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}
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@@ -558,11 +559,14 @@ namespace GFGGame
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int id = (int)listItem.target.data;
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int id = (int)listItem.target.data;
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if (_currentMenuType == (int)ConstDressUpItemType.TAO_ZHUANG)
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if (_currentMenuType == (int)ConstDressUpItemType.TAO_ZHUANG)
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{
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{
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- listItem.m_iconSelected.visible = false;
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+ listItem.m_iconSelected.visible = EquipDataCache.cacher.suitId > 0 && id == EquipDataCache.cacher.suitId;
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}
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}
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else
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else
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{
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{
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- listItem.m_iconSelected.visible = EquipDataCache.cacher.CheckDressUpItemIsOn(id);
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+ bool isPutOn = EquipDataCache.cacher.CheckDressUpItemIsOn(id);//非套装金判断是否穿戴
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+ bool isSuit = !DressUpMenuItemDataManager.CheckIsSceneType(id) && EquipDataCache.cacher.suitId > 0 && SuitCfgManager.Instance.GetItemSuitId(id) == EquipDataCache.cacher.suitId;//非场景类, 若当前穿戴套装要判断item是否属于套装(更换场景类不会改变套装穿戴状态)
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+ bool isSceneSuit = DressUpMenuItemDataManager.CheckIsSceneType(id) && EquipDataCache.cacher.suitId > 0 && isPutOn;//场景类, 若当前穿戴套装要判断item是否属已穿戴
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+ listItem.m_iconSelected.visible = isPutOn || isSuit || isSceneSuit;
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}
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}
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}
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}
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}
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}
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